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Shader "Universal Render Pipeline/Spine/Blend Modes/Skeleton Multiply" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader {
Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend DstColor OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Forward"
Tags{"LightMode" = "UniversalForward"}
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#undef LIGHTMAP_ON
#define USE_URP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "../Include/Spine-Input-BlendModes-URP.hlsl"
#include "../Include/Spine-BlendModes-NormalPass-URP.hlsl"
ENDHLSL
}
UsePass "Universal Render Pipeline/Spine/Blend Modes/Skeleton Additive/SHADOWCASTER"
}
CustomEditor "SpineShaderWithOutlineGUI"
}